* Ticks multiple worlds at the same time in different threads
* Ticks multiple entities and tile entities within worlds at the same time in different threads
* Performs movement updates in network threads, so players will move smoothly even if TPS is bad
* Adds profiling tools which allow you to find what's being slow
* Performs chunk loading and chunk generation asynchronously - no lag spikes from players logging in or teleporting
* Replacement mob spawning algorithm which is faster than in vanilla, while also fixing a long-standing bug causing mobs from to spawn underground too much during the day preventing any spawning at night
* Improved collision code which can handle thousands of mobs in a single block space without terrible TPS. Will still break clients.
* Many more small tweaks to minecraft's internals and other mods, both to improve performance and ensure that multithreading doesn't break everything.

Will this magically fix everything and make your TPS 20 with no CPU load? No. It should improve TPS, but I can give no guarantees. If performance is terrible, follow the guide on the wiki to record a profiling snapshot with jvisualvm so I can fix it.

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As of about an hour ago, the last major bug we were able to find in testing is fixed - steve's carts doesn't crash clients. This may actually be usable on a non-testing server, I know Dethemium has been running it for a few days now without major issues.

The build is starting to get really stable now. Still some "minor issues" to resort. Been testing this for a few days now on a testserver with a few people, and its now almost playable nomatter what you do

Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.

Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.

Click to expand...

If it's due to being out of heap space, it means what it says - you're out of memory.

edit: Oh, you have bad timing. Recent builds are a bit broken. By a bit I mean completely!

Well then it was the Tickthreading that caused sooo much problems...
f.e. Exception in server tick, out of memory(still had ~300 mb free -.-") stuff like that, will pm you tomorow with some logs so you might figure it out...
For now i sadly had to switch back to v6 without the Tickthreading.